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/*  Project Starshatter 4.5
	Destroyer Studios LLC
	Copyright © 1997-2004. All Rights Reserved.

	SUBSYSTEM:    Stars.exe
	FILE:         CampaignPlanAssignment.cpp
	AUTHOR:       John DiCamillo


	OVERVIEW
	========
	CampaignPlanAssignment creates combat assignments for
	assets within each combat zone as the third step in
	force tasking.
*/

#include "MemDebug.h"
#include "CampaignPlanAssignment.h"
#include "Campaign.h"
#include "Combatant.h"
#include "CombatAssignment.h"
#include "CombatGroup.h"
#include "CombatUnit.h"
#include "CombatZone.h"
#include "Mission.h"

// +--------------------------------------------------------------------+

void
CampaignPlanAssignment::ExecFrame()
{
	if (campaign && campaign->IsActive()) {
		// once every few minutes is plenty:
		if (Campaign::Stardate() - exec_time < 300)
		return;

		ListIter<Combatant>  iter = campaign->GetCombatants();
		while (++iter) {
			ProcessCombatant(iter.value());
		}

		exec_time = Campaign::Stardate();
	}
}

// +--------------------------------------------------------------------+

void
CampaignPlanAssignment::ProcessCombatant(Combatant* c)
{
	CombatGroup* force = c->GetForce();
	if (force) {
		force->CalcValue();
		force->ClearAssignments();
	}

	ListIter<CombatZone> zone = campaign->GetZones();
	while (++zone) {
		ProcessZone(c, zone.value());
	}
}

// +--------------------------------------------------------------------+

void
CampaignPlanAssignment::BuildZoneList(CombatGroup* g, CombatZone* zone, List<CombatGroup>& groups)
{
	if (!g)
	return;

	if (g->GetAssignedZone() == zone)
	groups.append(g);

	ListIter<CombatGroup> iter = g->GetComponents();
	while (++iter)
	BuildZoneList(iter.value(), zone, groups);
}

// +--------------------------------------------------------------------+

void
CampaignPlanAssignment::BuildAssetList(const int*         pref,
List<CombatGroup>& groups,
List<CombatGroup>& assets)
{
	if (!pref)
	return;

	while (*pref) {
		ListIter<CombatGroup> g = groups;
		while (++g) {
			if (g->Type() == *pref && g->CountUnits() > 0)
			assets.append(g.value());
		}

		pref++;
	}
}

// +--------------------------------------------------------------------+

void
CampaignPlanAssignment::ProcessZone(Combatant* c, CombatZone* zone)
{
	List<CombatGroup> groups;
	BuildZoneList(c->GetForce(), zone, groups);

	ZoneForce* force = zone->FindForce(c->GetIFF());

	// defensive assignments:
	ListIter<CombatGroup> def = force->GetDefendList();
	while (++def) {
		List<CombatGroup> assets;
		BuildAssetList(CombatGroup::PreferredDefender(def->Type()), groups, assets);

		ListIter<CombatGroup> g = assets;
		while (++g) {
			CombatAssignment* a = new(__FILE__,__LINE__)
			CombatAssignment(Mission::DEFEND,
			def.value(),
			g.value());

			if (a)
			g->GetAssignments().append(a);
		}
	}

	// offensive assignments:
	ListIter<CombatGroup> tgt = force->GetTargetList();
	while (++tgt) {
		CombatGroup* target = tgt.value();

		List<CombatGroup> assets;
		BuildAssetList(CombatGroup::PreferredAttacker(tgt->Type()), groups, assets);

		ListIter<CombatGroup> g = assets;
		while (++g) {
			CombatGroup* asset = g.value();
			int          mtype = Mission::ASSAULT;

			if (target->IsStrikeTarget())
			mtype = Mission::STRIKE;

			else if (target->IsFighterGroup())
			mtype = Mission::SWEEP;

			else if (target->Type() == CombatGroup::LCA_SQUADRON)
			mtype = Mission::INTERCEPT;

			CombatAssignment* a = new(__FILE__,__LINE__)
			CombatAssignment(mtype, target, asset);

			if (a)
			g->GetAssignments().append(a);
		}
	}
}